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fixed using custom sized game graphics also for global animations
[rocksndiamonds.git]
/
src
/
libgame
/
system.c
diff --git
a/src/libgame/system.c
b/src/libgame/system.c
index 225738cc361ece7da2e18f944cd4082ba529ce6f..db9d72b1ef5bc4e377543fa05b2fe9e0a1c08b0c 100644
(file)
--- a/
src/libgame/system.c
+++ b/
src/libgame/system.c
@@
-1493,12
+1493,18
@@
void CreateBitmapWithSmallBitmaps(Bitmap **bitmaps, int zoom_factor,
void CreateBitmapTextures(Bitmap **bitmaps)
{
void CreateBitmapTextures(Bitmap **bitmaps)
{
- SDLCreateBitmapTextures(bitmaps[IMG_BITMAP_STANDARD]);
+ if (bitmaps[IMG_BITMAP_PTR_ORIGINAL] != NULL)
+ SDLCreateBitmapTextures(bitmaps[IMG_BITMAP_PTR_ORIGINAL]);
+ else
+ SDLCreateBitmapTextures(bitmaps[IMG_BITMAP_STANDARD]);
}
void FreeBitmapTextures(Bitmap **bitmaps)
{
}
void FreeBitmapTextures(Bitmap **bitmaps)
{
- SDLFreeBitmapTextures(bitmaps[IMG_BITMAP_STANDARD]);
+ if (bitmaps[IMG_BITMAP_PTR_ORIGINAL] != NULL)
+ SDLFreeBitmapTextures(bitmaps[IMG_BITMAP_PTR_ORIGINAL]);
+ else
+ SDLFreeBitmapTextures(bitmaps[IMG_BITMAP_STANDARD]);
}
void ScaleBitmap(Bitmap **bitmaps, int zoom_factor)
}
void ScaleBitmap(Bitmap **bitmaps, int zoom_factor)